市场

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市场 are constructed service buildings that are available for placement by mayors of any

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) node or higher. These are distinct from a market, which is the unique node building that unlocks at

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 3) of Economic nodes.[1]

These are buildings that the mayor has agency over determining whether or not they should be a constructed project. Constructible buildings can be selected at open plots that are gained as the as the node advances. If they elect to begin construction of one of these types of buildings- one of which is the marketplace- it'll grant certain trade benefits as well as some stalls that the citizens may participate in.[1]Steven Sharif

A node's government decides the placement of its marketplace. After that, the community must come together to build it.[1][2]

玩家攤檔

Niküan player stall concept art.[3]

If there were ever a cornerstone serving as the bedrock of Niküan trade, then this modest stall would be it. Stacked from floor to thatched roof with all manner of catch, it is prepped for a full day of commerce and trade. Here, haggling is not merely a suggestion, but a requirement.[3]

玩家攤檔 (also called Kiosks and rental stalls) are rentable locations near the unique building in an Economic node[5], in 市场 (the constructible building available for placement by mayors of any

[[{{{2}}}|⧼{{{2}}}⧽]] (階段 4) node or higher), or as business buildings on freehold plots.[6][1]

All nodes do have the ability to spawn player stalls. If you're not an economic node and you don't have a market- that's essentially your unique building- then you can construct essentially what is I guess would be called a... marketplace; and that marketplace will then come with certain services and it will come with a certain number of stalls. The economic node as I recall has the ability to construct an auction house and the auction house serves through the economic means the ability to list and sell items and that comes with additional stalls as well for the players.[1]Steven Sharif

Renting a player stall enables players to sell items as well as provide repair and enchanting services, even when they are not online.[7]

  • Player stalls are rentable by node citizens.[8]
    • Player stalls may be utilized for a period of time based on the price paid to rent the stall.[7]
  • Player stalls are linked to a player's warehouse.[9]
  • Player stalls do not require the attendance of the character or for that character to be online.[8]
    • An attendant NPC is assigned to the stall.[9][7] This may be an "image" of the player.[10]
  • Players are able to input required items for repair and also purchase required materials for that repair.[11]
  • Player stalls may still operate during node siege declaration. This is subject to testing.[12]
info-orange.png以下某些信息最近尚未得到开发人员的确认,可能不在当前的开发路线图上。
  • Players are not able to be attacked or robbed while occupying their player stall inside the limits of a node.[13]
  • 告示板 that list the items available in player stalls can be accessed from anywhere in the region.[10]
    • These give the location of the stall so players can travel there and purchase the items.[10]
  • Stall sales are also listed in auction houses.[14]
    • This may no longer be accurate.[15]

Item durability

The decay system is not going to be some worthless "Oh I'm just going to throw some gold into this and it's a simple gold sink". It's actually going to require some base materials in order to repair decayed items; and decay occurs from death and also the destruction and disable system. For the weapons over the over-enchanting will require those materials as well. So creating that dependency I think is healthy for the crafting economy.[16]Steven Sharif

There is item durability (item decay) in Ashes of Creation.[17]

If you allow it to get to certain stages, or to get to a destructed stage then it requires a lot of material components in order to return back to its former glory.[21]Steven Sharif
There is durability in the game... It's not going to be a trivial durability. There is a potential to destroy gear (weapons and armor), but there is also an ability to reforge that destroyed gear using a portion of the materials necessary as well as finding an item creator who can reforge it.[17]Steven Sharif

Item repair

Blacksmithing concept art.[27]

For example: if you have an iron sword and then the sword gets damaged from use, you have to use more iron to repair it; and what that does is... make sure that there's significant sinks in the game for base materials so that you are creating a scarcity and demand that's present on the creation of higher goods as well as supplying the necessary decay components for the world.[22]Steven Sharif

Item repair will cost crafting materials.[18][22][17]

There will be ways to repair destructible structures (such as walls and gates) and also repair (or re-craft) siege weapons that were damaged during sieges.[29]

  • This is a long term design goal that was not present during Alpha-1.[29]
There's a lot of ancillary activities that can be had during sieges... It's obviously strategy and tactics and raid-versus-raid components, but also you want to have individual contributions where players can do things during the siege to aid in the greater effort so to speak; and it doesn't require you having 50 people by your side to effectuate that influence over something. So repairs are great ways to do that. Repairs for walls, repairs for gates, being able to spawn and essentially craft the designs for specific types of siege weapons to provide those to the team.[29]Steven Sharif

商隊

商隊讓希望賺取利潤的玩家運輸貨物。[31]

商隊是以機會和風險為中心的開放世界 PvP 系統。希望賺取利潤的玩家可以透過商隊來運輸貨物。[31]

  • 商隊可用於運輸多個玩家的貨物。[35]

死亡懲罰將不適用於存在特定目標的活動 (例如商隊公會戰節點戰)。[37]

其他

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